The Nebula Device 3: BaseGameFeature::EnvEntityManager Class Reference

The Nebula Device 3

BaseGameFeature::EnvEntityManager Class Reference

#include <enventitymanager.h>

Inheritance diagram for BaseGameFeature::EnvEntityManager:

Game::Manager Messaging::Dispatcher Messaging::Port Core::RefCounted


Detailed Description

Manages creation and updating of environment entities. All simple environment entities are kept in a single game entity to prevent pollution of the game entity pool with entities that don't actually do anything. Non-simple environment entities (entities with animations or physics) will still be created as normal game entities.

The EnvEntityManager basically hides all differences between those types of environment entities.

(C) 2007 Radon Labs GmbH

Public Member Functions

 EnvEntityManager ()
 constructor
virtual ~EnvEntityManager ()
 destructor
virtual void OnDeactivate ()
 called when removed from game server
void CreateEnvEntity (const Util::Array< Attr::Attribute > &attrs)
 create environment entity from scratch from provided attributes
void CreateEnvEntity (const Ptr< Db::ValueTable > &instTable, IndexT instTableRowIndex)
 create an environment entity and attach to world
bool EnvEntityExists (const Util::String &id) const
 check if an environment entity exists by _ID
void SetEnvEntityTransform (const Util::String &id, const Math::matrix44 &m)
 set the world transform of an environment entity
void DeleteEnvEntity (const Util::String &id)
 delete environment with given id
Util::Array< Ptr
< Graphics::ModelEntity > > 
GetGraphicsEntities (const Util::String &id) const
 get graphics entities by id (may return empty array)
void ClearEnvEntity ()
 clear enviornment entity
virtual void OnActivate ()
 called when attached to game server
bool IsActive () const
 return true if currently active
virtual void OnBeginFrame ()
 called before frame by the game server
virtual void OnFrame ()
 called per-frame by the game server
virtual void OnEndFrame ()
 called after frame by the game server
virtual void OnLoad ()
 called after loading game state
virtual void OnSave ()
 called before saving game state
virtual void OnStart ()
 called by Game::Server::Start() when the world is started
virtual void OnRenderDebug ()
 render a debug visualization
virtual void HandleMessage (const Ptr< Messaging::Message > &msg)
 handle a single message (distribute to ports which accept the message)
void AttachPort (const Ptr< Port > &port)
 attach a message port
void RemovePort (const Ptr< Port > &port)
 remove a message port
bool HasPort (const Ptr< Port > &port) const
 return true if a port exists
virtual void SetupAcceptedMessages ()
 override to register accepted messages
void AttachHandler (const Ptr< Handler > &h)
 attach a message handler to the port
void RemoveHandler (const Ptr< Handler > &h)
 remove a message handler from the port
SizeT GetNumHandlers () const
 return number of handlers attached to the port
const Ptr< Handler > & GetHandlerAtIndex (IndexT i) const
 get a message handler by index
virtual void Send (const Ptr< Message > &msg)
 send a message to the port
const Util::Array
< const Id * > & 
GetAcceptedMessages () const
 get the array of accepted messages (sorted)
bool AcceptsMessage (const Id &msgId) const
 return true if port accepts this msg
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Member Functions

void RegisterMessage (const Id &msgId)
 register a single accepted message

Member Function Documentation

void BaseGameFeature::EnvEntityManager::CreateEnvEntity ( const Util::Array< Attr::Attribute > &  attrs  ) 

create environment entity from scratch from provided attributes

Create an simple environment entity from scratch. The following attributes should be provided:

  • Attr::Graphics
  • Attr::Physics
  • Attr::_ID
  • Attr::Transform
  • Attr::AnimPath

void BaseGameFeature::EnvEntityManager::CreateEnvEntity ( const Ptr< Db::ValueTable > &  instTable,
IndexT  instTableRowIndex 
)

create an environment entity and attach to world

Create an environment entity from its database attributes. This could end up in a bunch of graphics entities and collide shapes pooled in the central env entity, or as a traditional game object (if the environment object is animated or has physics).

bool BaseGameFeature::EnvEntityManager::EnvEntityExists ( const Util::String id  )  const

check if an environment entity exists by _ID

Return true if an environment entity with the given id exists.

void BaseGameFeature::EnvEntityManager::SetEnvEntityTransform ( const Util::String id,
const Math::matrix44 m 
)

set the world transform of an environment entity

Set transformation of an environment entity.

void BaseGameFeature::EnvEntityManager::DeleteEnvEntity ( const Util::String id  ) 

delete environment with given id

Delete an environment entity.

Util::Array< Ptr< Graphics::ModelEntity > > BaseGameFeature::EnvEntityManager::GetGraphicsEntities ( const Util::String id  )  const

get graphics entities by id (may return empty array)

Returns the graphics entities of the given environment entity.

void Game::Manager::OnActivate (  )  [virtual, inherited]

called when attached to game server

This method is called when the manager is attached to the game server. The manager base class will register its message port with the message server.

Reimplemented in BaseGameFeature::CategoryManager, BaseGameFeature::EnvQueryManager, and BaseGameFeature::GlobalAttrsManager.

void Game::Manager::OnBeginFrame (  )  [virtual, inherited]

called before frame by the game server

Called before frame, override in subclasses

Reimplemented in BaseGameFeature::EntityManager.

void Game::Manager::OnEndFrame (  )  [virtual, inherited]

called after frame by the game server

Called after frame, override in subclasses

Reimplemented in BaseGameFeature::EntityManager.

void Messaging::Dispatcher::HandleMessage ( const Ptr< Messaging::Message > &  msg  )  [virtual, inherited]

handle a single message (distribute to ports which accept the message)

Handle a message. The message will only be distributed to ports which accept the message.

Reimplemented from Messaging::Port.

void Messaging::Dispatcher::AttachPort ( const Ptr< Port > &  port  )  [inherited]

attach a message port

Attach a new message port.

Parameters:
port pointer to a message port object

void Messaging::Dispatcher::RemovePort ( const Ptr< Port > &  port  )  [inherited]

remove a message port

Remove a message port object.

Parameters:
handler pointer to message port object to be removed

bool Messaging::Dispatcher::HasPort ( const Ptr< Port > &  port  )  const [inherited]

return true if a port exists

Return true if a port is already attached.

void Messaging::Port::AttachHandler ( const Ptr< Handler > &  h  )  [inherited]

attach a message handler to the port

Attach a message handler to the port.

void Messaging::Port::RemoveHandler ( const Ptr< Handler > &  h  )  [inherited]

remove a message handler from the port

Remove a message handler from the port.

void Messaging::Port::Send ( const Ptr< Message > &  msg  )  [virtual, inherited]

send a message to the port

Send a message to the port. This will immediately call the HandleMessage() method of all attached handlers. If the message has been handled by at least one of the handlers, the Handled() flag of the message will be set to true.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.